Systems & Gameplay Design
I design the systems players actually feel, from climbing and finisher moves to cameras and game feel, then build them in Unity with C#.
I design player facing systems and gameplay, then build and polish them in Unity. I do my best work leading small teams to ship finished games.
psst, the shooting stars are clickable
Four things I am reliably good at, drawn from shipped games and real studio work.
I design the systems players actually feel, from climbing and finisher moves to cameras and game feel, then build them in Unity with C#.
I have led teams of 11 and 12 as CTO and team lead. I set the workflow, keep modules integration ready and run sync meetings so people ship.
Lighting, sound, animation timing, cinematic cameras and post production. I make hits land and moments feel good.
Structured bug reproduction and clear, actionable feedback. I log, tag and communicate issues so leads can act on them fast.
Most of these were built with teams of friends from uni. Hover any card for the focus, tools and screenshots.
Role: Lead designer and programmer (CTO) on an 11 person team. Shipped to Steam with 25,000+ claimed copies. Designed gameplay, levels, narrative and UX/UI, and owned the Unity and Perforce setup, cameras and player systems.
Role: Team lead and designer of a 12 person team. I lead the design direction and built the finisher move system from scratch, taking combat into a dedicated finisher state. I also handle technical art in Unity: lighting, sound, animation and finisher cameras.
Role: Lead designer and programmer. Designed the aiming and throwing mechanic, plus animation implementation and Unity configuration.
Role: Lead designer and programmer. Designed player movement, several traps and animation cues.
Role: UX designer and programmer. Designed enemy behaviour and the sound detection system, plus music production.
Role: Designer and programmer. Handled design and post production, including screen shake, feedback and music.
hej!
I build games across design and programming, and I like owning systems end to end: gameplay, cameras, polish and iteration. I do my best work in driven teams and care about shipping finished, self contained results.
I am currently a QA intern at a Stockholm studio, learning how production works inside a real studio while continuing to design and build my own games. I am finishing my BSc in Media Technology with a focus on game development.
Where I have worked and what I focused on.
Quality assurance on an unreleased title produced under a publisher in collaboration with several studios (under NDA), where Odd Raven owns the game's functionality and gameplay.
Led operations and external communication for Södertörn University's game development student association.
Remote analyst role carried out with a high level of independence and responsibility.
From the people I have shipped games with.
You kept us together and focused on getting the work done. You motivated me and made me believe in myself.
Your skills, ideas, and way of combining ideas prevented conflict, which made me feel safe and secure.
Prefer the short version? Download or view the PDF.
I am open to junior roles in game design, development and QA. Feel free to reach out, I would love to connect.
Stockholm, Sweden